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Engineer perk, why and how.

Haineko

Grizzled Veteran
Feb 1, 2011
73
17
Well, I haven't read the forums too much, just made a profile today. Although i have played Killing Floor a lot, even before i bought it I tried it at friends houses and such.

Now heres the quirk for me. I want an engineer class.
Capable of repairing armors, a perk similair to the Support Specialist in that he can weld faster, but also gain the ability to buy door reinforcements, maybe two or three "box" worth of space and will be able to reinforce the door to double HP, maybe 50% if double is a little unbalanced.

So, here is my suggetion for the weapons for the engineer:
MP5, P90, UMP45 and other small arms for personal protection, weighing around the same as the MAC-10.

Additional Gear: Here comes the reinforcements I was talking about, and more.
Door reinforcements, reinforcing the doors with steel plates or something like that to make them last longer, since the game us just getting harder and harder, more zombies keep appearing per wave so kiting them in maps such as Bio Lab is getting harder and harder and defensive positions is a must.
I also suggest adding turrets with one Machine Gun type weapon, maybe M249 SAW or similair, one LAW type weapon, maybe TOW missile?
Also, an auto-cannon (40mm Bofors AA gun perhaps, and if that is a little too much, how about a 37mm? 100 rounds, 10 rounds per magazine, huge reload time). Mid price, high end damage and rather low rate of fire, maybe tops 1 or 2 shots a second but instead dealing rather huge damage.
Of course these turrets would have to be manable and not automatic since that would make the game far to easy, also I suggest of only having a single one up at a time as restriction so that it isn't over used and simply spammed where people want it, but rather used tactically.

Perks:
Cheaper Sub-Machine guns (Including the MAC-10), Faster Welding, Welder Efficency, Reduced Price of reinforcement.

So, if you could give me feedback here and help me improve my ideas, please do tell me :D

Cheers

Haineko :IS2:
 
I think repairing armor and reinforcing doors would be really helpful but i think what ppl dont like is being able to build sentries and having them do all the work...just plant them in spawn points. Maybe to make it better make them be pretty expensive like pipes maybe a bit cheaper tho and you also have to buy the ammo for them and they can be destroyed by zombies i think that would make it more fair...and you also have to pay money(Like armor)to repair the sentry and you can only deploy 1 sentry at once.
 
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I want an engineer class.
And I want a gun that shoots a miniature sun which engulfs the entire map in flames and instantly makes you win. Sadly, I think neither of our ideas will be made...

I do like that you were able to at least type your idea out well and explain it without horrible grammar and spelling though.
 
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well TWI is realy limiting there game if they were, also since when is an AK a british weapon?

but sentry wont happen there are ways to make it work but i dont forsee them ever putting something in the game that would remove the player from being at there computer.

Picture this 6 engineers on biotics lab at spawn with all 6 placing turrents facing down the main hall (maybe one to each side) and then everyone just chills at the welds taping down there mouse button, voilla they check on there sentries once ever few rounds to refill them and thats that.

as for armor repairing
armor is one of those things that is required at later stages but also works as a cash sink true it wouldnt have a huge impact on the game but it would make the game much easier if people could save a 100 or so dosh every round on repairing i havnt played it yet but my understanding is that part of the difficulty of Suicidal and HoE is the very limited funds available.
also picture this scenerio level 6 beskerer or even a medic, and then a engie and another medic all huddled in some small room with only one entrace being body blocked by the beseker/medic and being healed/repaired constantly. have a good chance of even surviving a flesh pounds wrath.

Door reinforcements
you could get almost the same effect by just standing by the door welding non stop some maps and positions would even allow you to watch the weld while helping clear weaker specimens. Now a quick weld patch of some type would be interesting give it like 3-5 weight and on use insantly puts a door to say 30% weld? more with perk level? use would be limited enough to not break anything but could save a team from time to time but of course could also grief easier.

now my 2 cents to try and help your cause (but honestly not much need for the perk i dont think)

instead of turrents
deployable barricades/distractions for the barricade im thinking 1/2 hieght so it could be jumped by stalkers/crawlers or in the case of the distraction just something that can be thrown down to take pressure off team for 5-10 seconds (i just pictured the Zomies ate my neighbors Blow up Clown)

Armor repair
only way i could imagine this working is if repaired armor points are less effective then real armor and are temporary, either slowly ticking away or just going away at end of the round totaly.
 
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one LAW type weapon, maybe TOW missile?

Something like the LAW?

Trader_Law.png
 
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Well, I haven't read the forums too much, just made a profile today. Although i have played Killing Floor a lot, even before i bought it I tried it at friends houses and such.

Now heres the quirk for me. I want an engineer class.
Capable of repairing armors, a perk similair to the Support Specialist in that he can weld faster, but also gain the ability to buy door reinforcements, maybe two or three "box" worth of space and will be able to reinforce the door to double HP, maybe 50% if double is a little unbalanced.

So, here is my suggetion for the weapons for the engineer:
MP5, P90, UMP45 and other small arms for personal protection, weighing around the same as the MAC-10.

Additional Gear: Here comes the reinforcements I was talking about, and more.
Door reinforcements, reinforcing the doors with steel plates or something like that to make them last longer, since the game us just getting harder and harder, more zombies keep appearing per wave so kiting them in maps such as Bio Lab is getting harder and harder and defensive positions is a must.
I also suggest adding turrets with one Machine Gun type weapon, maybe M249 SAW or similair, one LAW type weapon, maybe TOW missile?
Also, an auto-cannon (40mm Bofors AA gun perhaps, and if that is a little too much, how about a 37mm? 100 rounds, 10 rounds per magazine, huge reload time). Mid price, high end damage and rather low rate of fire, maybe tops 1 or 2 shots a second but instead dealing rather huge damage.
Of course these turrets would have to be manable and not automatic since that would make the game far to easy, also I suggest of only having a single one up at a time as restriction so that it isn't over used and simply spammed where people want it, but rather used tactically.

Perks:
Cheaper Sub-Machine guns (Including the MAC-10), Faster Welding, Welder Efficency, Reduced Price of reinforcement.

So, if you could give me feedback here and help me improve my ideas, please do tell me :D

Cheers

Haineko :IS2:
YouTube - The Price is Right losing horn
 
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Is it me or have a fair bit of suggestions people've done, been taken from other games? Like this one being TF2... (Among a fair others I can name.)
The door reinforcement idea sounds alright to me, but I feel it invades the Support Specialist's territory.
Also, sentries I am totally not for. Specimens aren't really smart, they'd have a lotta trouble trying to take down a sentry compared to PvP games where players adapt and find a way around.
 
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I think more and more people writing suggestions without fully realizing the game design and how we actually to play KF.

Why would we need more classes? Why would we need more weapons? Would it bring more fun? Would it make community bigger than it is now? Will it boost players?

nay.
The more guns and classes community get, the more community will requst, and it will end up mecha class with ability to ride robots and shooting lasers, missiles and insta killing FP with fart.

I would love to see minor changes, that would improve teamwork and boost quality of gameplay. More optimized score board that based on effort each player does, not by kills. I don't think it about bringing new classes and guns, if you still want some, go download hiyoko mutator. There you'll find even samurai class.
 
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This Class sounds almost like the SS but with out the skil when he just throws down a turret.

I'm sorry my friend but this is not Team fortress 2 while i do like the door Reinforcement idea haveing something like a Turret is just plan wrong it would take out the fear in killing floor when all you have to do drop a i win automatic fireing gun and sit back a watch everything die.
 
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A Samurai Perk? I searched this mod up but I can't find it, can someone please post thge link? I really would like to check it out. What other things are involved in the mod?

I don't believe armour repair should be allowed because medics would become indestructible with even a half descent team, their armour is already tough enough as it is.
The turrets are not a good idea, this has ben discussed accurately earlier in the thread. They would allow a team to sit back and not do too much work.
The barricades aren't a bad idea, yet they would provide problems to peope trying to escape and really I don't think it would be good in Killing Floor due to people being able to cordon off a corridor and just holding the one easy position.
Nice try, I like the fact that you are thinking about possible ideas and to everyone else posting, be considerate, I understand that you are sick of seeing the same threads all the time, but at least be courteous and say something like "This has been suggested before, go to this thread". Not that hard and doesn't make people feel like crap.
 
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i have read your thread and i still stand to my point.

support class.

you want a class that can make camping a more viable tactic. this is however the supports speciality, the reason why they don't add turrets and such is because it would make him OP. you shouldn't underestimate the strength of the support specialist.

the things you have listed have all been suggested before, most of them for the support class, especially the armour repairing feature and i think i have seen the strengthened welds a few times as well.

i just don't see the point in making another class that can not only weld doors shut with increased efficiency, but can also do it BETTER while at the same time putting down a turret to do their work. would you even think of picking the support specialist ever again when there is a superior class to it?

either make an entirely new perk that focusses on mechanics entirely or make this a support add-on.
 
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Ok so just one thing.

When the **** did i mention sentries? I mentioned turrets. Manable turrets.

To further explain to you asstards what a turret is: A weapon mounted on a bipod or tri-pod. THis would be a MANABLE weapon that would give a temporary boost in firepower until the ammo drops to 0 and deny the player their own weapons to use, but would take weight of the team.

The repairs of the vests i can see where people are going and, to give it a penalty of only allowing to do 50% effectivity is great, as not to make it too much of a game-breaker.

Also. to RainbowCakez: I dont even ****ing play TF2. I simply felt that a class that works roughly as i suggested might actually make the game a little more interestng. As it is now, I, as a lvl 2 Demo, Sharpshooter or SS can easily do the first two waves of Suicidal on my own just by kiting. If we implemented my suggestion people would actually consider using the camping tactic a lot more which as of right now is downright impossible to do on maps such as Mountain Pass, Manor, Wyre (a few exceptions unless you're new to the game or map) and a few others. But as far as some people go, dont try to insult me with your retarded comments. I asked for advice on how to make this a more proper suggestion for implementation but all people did was look down on me and frown.

Now, to describe a scenario here where the reinforcements could work.

A team on BioLab. They have ran out of options for kiting as three ways they COULD have taken are all swamped so they devide to hole up in a room with two entrances and weld one door. Sure on hard, or even suicidal they could just keep welding it, but on HoE i dont really think thats such a good idea. So one player, the Engineer, welds the door shut quite quickly and adds a reinforcement, allowing the rest of the team to focus on the defence of the other door.
They succesfully defend for a shrt time until one, maybe two fleshpounds appear, these guys WILL hurt, so the Engineer throws down the AutoCannon turret (just imagine this as a wep with slightly faster RoF than X-Bow and lower damage for balancing.) and mans it and lays down heavy fire on the two so that the team might actually have a chance.

So, in short, the Autocannon turret would be for killing of heavier mobs such as the scrake, and to hurt the Pound. Of course this weapon cannot be TOO good, as it would completly destroy the uses of the other classes.
The MG turret i suggested would be some sort of a suppression weapon, laying down a wall of lead against the mobs, denying them entrance to one hallway.
The "LAW" one might just be the usual LAW mounted on a turreted position, or could be skipped in favor of the ACannon.

Now as i said, i still want to work on this and make it a clas thatm igh be considered for creation. Why? I really like the idea of maning a machinegun. And i bet a lot of others would to. Either that or re-work the SS to be able to carry a machinegun as well as perk on either MGs/Shotguns just as Firebug has Flamethrower/MAC-10
 
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